Fierce and Feral Wood Elf Waywatcher

Male Wood Elf
CN Medium Humanoid
Class: Fighter (Arcane Archer) / Mystic (Immortal)
Level: 6/6
Height: 6’2", Weight: 180
Hair: Blonde, Eyes: Green, Skin: Tan (Heavily Tattooed)
Age: 121
Background: Savage Land
Deity: The Lord of the Hunt
Passive Perception: 16, Passive Investigation: 14
Ability Score Modifier Saving Throw
STR 10/19 + 4 + 8
DEX 20 + 5 + 5
CON 12/19 + 4 + 8
INT 14/19 + 4 + 4
WIS 14 + 2 + 6
CHA 10 + 0 + 0
AC: 19
Armor Worn: None
Initiative: + 7
Speed: 35
Proficiency: + 4
Hit Points: 145
Hit Dice: 6d10/6d8
Number of Attacks: 2
Weapon Attack Bonus Damage Range Notes
Taurëinlûva ( + 2 Longbow) + 14 1d8 + 8 piercing 150/600 Ammunition, Heavy, Two-Handed
Dagger + 9 1d4 + 5 piercing 20/60 Finesse, Light, Thrown
Handaxe + 8 1d6 + 4 slashing 20/60 Light, Thrown
Javelin + 8 1d6 + 4 piercing 30/120 Thrown
Silver Rapier + 9 1d8 + 5 piercing Finesse
Silver Spear + 8 1d6 + 4 piercing 20/60 Thrown, Versatile (1d8)
Skill Name Total Ability Proficiency Temp.
Acrobatics + 9 DEX ( 5 ) + 4 + 0
Animal Handling + 6 WIS ( 2 ) + 4 + 0
Arcana + 8 INT ( 4 ) + 4 + 0
Athletics + 8 STR ( 4 ) + 4 + 0
Deception + 0 CHA ( 0 ) + 0 + 0
History + 4 INT ( 4 ) + 0 + 0
Insight + 2 WIS ( 2 ) + 0 + 0
Intimidation + 0 CHA ( 0 ) + 0 + 0
Investigation + 8 INT ( 4 ) + 4 + 0
Medicine + 2 WIS ( 2 ) + 0 + 0
Nature + 8 INT ( 4 ) + 4 + 0
Perception + 6 WIS ( 2 ) + 4 + 0
Performance + 0 CHA ( 0 ) + 0 + 0
Persuasion + 0 CHA ( 0 ) + 0 + 0
Religion + 4 INT ( 4 ) + 0 + 0
Sleight of Hand + 5 DEX ( 5 ) + 0 + 0
Stealth + 9 DEX ( 5 ) + 4 + 0
Survival + 6 WIS ( 2 ) + 4 + 0
Other Proficiencies
Tool Proficiencies: Painter’s Supplies (Tattoo and Warpaint artist)
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Languages: Common, Elvish, Sylvan
+ 2 Longbow, 4 Daggers, Handaxe, 10 Javelins, Silver Rapier, Bag of Holding, Amulet of Health, Gauntlets of Ogre Power, Goggles of Night, Headband of Intellect, Efficient Quiver, Periapt of Proof Against Poison, Backpack, 2 Vials of Antitoxin, 260 Arrows, Bedroll, Blanket, 5 Candles, Traveler’s Clothes, Fishing Tackle, Flask, Grappling Hook, Healer’s Kit, Mess Kit, Steel Mirror, 2 Potions of Healing, 5 Days Rations, 200’ Silk Rope, Signet Ring, Soap, Two-Person Tent, Tinderbox, Waterskin, Whetstone, Painter’s Supplies
Total Weight Carried: 28/285 lbs.
Current Cash: 180 gp, 0 sp, 0 cp
Taurëinlûva (Bow of the Forest Kings) is a magnificent wooden longbow, grown from a heart tree deep within the Mierani Forest. These bows were given only to the most gifted hunters and to those who showed unswerving dedication to protecting the ancient fey home of the wood elves. The bow is grown rather than carved, and the wood is a dark, luxurious mahogany color with etchings of vines, leaves, and the holy symbol of the Fey Court – the Black Rose. While not sentient in a conventional sense, the bow is made of living wood and alerts its bearer to impending danger. This grants a + 2 bonus to initiative rolls, provided the bearer is not incapacitated. While in possession of this bow, the bearer feels the hope of Spring within him. This sense of peace and hopefulness also extends outward in a small radius. The bearer might find flowers blooming around him or butterflies frolicking near the bow.


This amulet was presented as a gift to Kynän upon swearing his oath of allegiance to the Fey Court from a fey enchantress who was impressed by his ability to quickly grasp the intricacies of fey magic. In addition to the amulet’s normal properties, the wearer also suffers no harm in temperatures as cold as -20° Fahrenheit or as warm as 120° Fahrenheit. The amulet itself is slightly metamorphic. It was crafted so that the chain looks like intertwined vines, and the amulet itself is of a stag’s head with a large black rose in between its antlers. The magic of the amulet sometimes causes the amulet and vines to appear to grow. The eyes of the stag have also occasionally shifted, spooking those who watch for too long.
Talents Known: 2
Disciplines Known: 5
Psi Points: 32
Psi Limit: 5
Adaptive Body
Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours (4 hours for elves) engaged in light activity, rather than sleeping during any of it.
Powers: Environmental Adaptation (2 psi), Adaptive Shield (3 psi), Energy Adaptation (5 psi, conc., 1 hour), Energy Immunity (7 psi, conc., 1 hour)
Bestial Form
Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.
Powers: Bestial Claws (1-7 psi), Bestial Transformation (variable, 1 hour) – Amphibious (2 psi), Climbing (2 psi), Flight (5 psi), Keen Senses (2 psi), Perfect Senses (3 psi), Swimming (2 psi), Tough Hide (2 psi).
Nomadic Arrow
Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.
Powers: Speed Dart (1-7 psi), Seeking Missile (2 psi), Faithful Archer (5 psi, conc., 1 minute)
Nomadic Step
Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.
Powers: Step of a Dozen Paces (1-7 psi), Nomadic Anchor (1 psi), Defensive Step (2 psi), There and Back Again (2 psi), Transposition (3 psi), Baleful Transposition (5 psi), Phantom Caravan (6 psi), Nomad’s Gate (7 psi, conc., 1 hour)
Psionic Restoration
Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.
Powers: Mend Wounds (1-7 psi), Restore Health(3 psi), Restore Life (5 psi), Restore Vigor (7 psi)
Blind Spot: As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.
Energy Beam: As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 3d8 acid, cold, fire, lightning, or thunder damage (your choice).
Action Surge (1/short rest)
Gain an extra action on your turn.
Arcane Shot (2/short rest)
Once per turn when you fire a magic arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
Darkvision (120 feet)
See in darkness.
Fey Ancestry
Advantage on saving throws against charm, and magic can’t put you to sleep.
Immortal Durability
Your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dex modifier + your Con modifier.
Magic Arrow
Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it a magic arrow, with a + 1 bonus to the attack and damage rolls. The magic fades from the arrow immediately after it hits or misses its target.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, dim light, mist, and other natural phenomena.
Mystical Recovery
Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
Periapt of Proof Against Poison
You are immune to the poisoned condition and have immunity to poison damage.
Psionic Resilience
At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.
You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Second Wind (1d10 + 6 hp, 1/short rest)
Bonus action to recover hit points.
Attacking at long range doesn’t impose disadvantage, ranged weapons ignore half and three-quarters cover, you may take a – 5 to hit penalty to gain a + 10 damage bonus with a ranged attack.
Strength of Mind
Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.
Surge of Health
As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.
You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Meditate for 4 hours a day, gain benefit of 8 hours of sleep.
Personality Traits
Civilization Dampens Instincts – “I dislike spending time in civilization; it weakens me and dampens my instincts.”
I Don’t Talk Much – “I talk less and observe more.”
Hunter – “When I see my prey, it’s as good as dead.”
Thrill of Danger – “The thrill of danger is more addictive than any civilized vice.”
Live Every Day – “I live every day as if it were my last, and to the nine hells with the consequences.”
Hunter’s Instinct – When you travel in the wilderness, you can sense when someone – or something – has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position and from which direction they approach.



Legends of Thassilon kerkuta MichaelPerry